Races

Balrog

These accursed demons of shadow and flame have been sealed away from the lands of Orkfia for aeons. The magic that has bound them is broken, and they have been unleashed upon the world. None who live now remember their terrifying strength nor could know who would be responsible for their freedom.

Racial Abilities

  • 15% homes allowed
  • Farms, Mines and Yards produce 50% of normal
  • Non-homes hold 50% of normal population
  • 50% of normal construction costs
  • 50% of normal military upkeep
  • 50% minimum citizen damage on incoming raids
  • 1 mana instantly replenished per 10 raw defence killed in combat when attacking
  • 50% gains on Draft
  • Starting Money: -35%

Military Units

Class Off/Def Cost
Basic Damned Soul 0/0 50 cr
Off Devil 15/0 950 cr
Def Occultist 0/15 950 cr
Elite Demon 13/13 1,200 cr
Thief Spy 0/0 250 cr

Brittonian

Ordinary looking, life is cheap and thieves' dens are two-a-penny in a Brittonian tribe. War is when a Britt really shines, quick wits and even quicker fingers enable them to use skills passed down for generations to stash resources for later use. Up to no good? You bet your life they are!

Racial Abilities

  • Home to Thieves: Homes hold 400 citizens, Hideouts hold 80 citizens
  • Ready to go: +25% starting money

Military Units

Class Off/Def Cost
Basic Thug 0/0 100 cr
Off Highwayman 3/0 450 cr
Def Lawyer 0/4 450 cr
Elite Marauder 2/7 1,225 cr
Thief Rogue 1/0 100 cr

Dark Elf

What is darker than a Dark Elf? Not much... the terrifying power gained through study of the dark arts has twisted these elves into pure evil. Wicked magic is their specialty, combine this with their extraordinary magic skill and you have the very best race for offensive magic.

Racial Abilities

  • Supermage: Academies gives 33% more Mage Level
  • Evil: increased success rate for dark spells
  • Selfish: Cannot cast alliance spells on allies
  • Temples count as 1/2 Guilds (mana storage and regen)

Military Units

Class Off/Def Cost
Basic Slinger 0/0 100 cr
Off Nightstalker 4/0 400 cr
Def Sorcerer 0/5 450 cr
Elite Nightrider 4/7 1,150 cr
Thief Assassin 0/1 375 cr

Eagle

Long revered by many cultures, Eagles have a magical quality that has evolved into magical ability. Many will hunt them, thinking they see weakness, many will fail... an eagle's defensive abilities are second to none.

Racial Abilities

  • Elude: up to 50% chance of enemies failing an attack on your tribe (accrues 10% each month, an Elude reduces this stacked bonus by 20%)
  • Each Home store and regen Mana equivalent to 1/3 a guild
  • Bird of a Feather: 2 months explore time
  • Wrath of XENE does double damage

Military Units

Class Off/Def Cost
Basic Nester 0/0 25 cr
Off Emesen 1/0 100 cr
Def Vendo 0/4 385 cr
Elite Anekonian 2/7 1,140 cr
Thief Razorbeak 0/0 300 cr

Fairy

Hard to see with the naked eye, this race is pure goodness. You're in luck if a Fairy is on your side as they are the only race that is able to cast "self-spells" on allies. Useful in team strategies and the saviour of many of their friends, it really is time to believe in Fairies!

Racial Abilities

  • Healer: cast self-spells on allies (race specific spells excluded)
  • Heal cost -50% mana
  • I don't believe it: failed spells of any kind do not appear in enemies news
  • Academies gives 2% more Mage Level per each 1000 fame
  • 1% more raw defence per 1000 fame

Military Units

Class Off/Def Cost
Basic Sprite 0/1 100 cr
Off Succubus 3/0 300 cr
Def Fairy Godfather 0/5 450 cr
Elite Fay Queen 0/8 1,050 cr
Thief Nymph 0/1 250 cr

Owl

The wise birds of the night. At least they were. The moon temples disturbed their sense of day and night and now they have changed their sleep and hunt schedule.

Racial Abilities

  • 1 month thievery return time
  • Failed black operations return 1 month slower
  • 60% gains of self operations
  • Juranimosity does not kill Swift Feathers

Military Units

Class Off/Def Cost
Basic Nester 0/0 50 cr
Off Nightclaw 4/0 350 cr
Def Screecher 0/6 1,000 cr
Elite Eagle Owl 5/5 850 cr
Thief Swift Feather 0/4 480 cr

Raven

Silent but oh so violent. Highly intelligent birds lurking in the shadows, their blackened wings give the advantage of extreme speed. This is no birdwatching outing and the flock is hard to see until it's too late.

Racial Abilities

  • As the crow flies: 1 month attack time
  • On a failed attack 50% will return after 1 month
  • Strength in Numbers: 75% of normal military losses
  • Flock Mentality: 75% of normal damage on Blasphemy Crusade, Raze and Pillage
  • 40% of normal gains on Clear a Perimeter

Military Units

Class Off/Def Cost
Basic Nester 0/0 10 cr
Off Blackclaw 3/0 270 cr
Def Razorwing 0/6 620 cr
Elite Blackwing 5/5 850 cr
Thief Screecher 0/0 250 cr

Rept Hai

The cold, calculating Lizardfolk are Orks who took to the swampy regions of Orkfia and acquired reptilian features. They have tamed many terrifying beasts for their army with virulent venom and deadly gazes. Most fearsome of all however is their brilliant military tactics.

Racial Abilities

  • 3 months build time
  • Cause 200% of normal military losses to attackers when defending
  • Cunning: 1% offence bonus per month your general has stayed home since his last attack, with a maximum bonus of 10%.

Military Units

Class Off/Def Cost
Basic Hatchling 0/0 50 cr
Off Wyvern Rider 6/0 550 cr
Def Basilisk 0/7 750 cr
Elite Hydra 8/3 1,000 cr
Thief Gorgon 0/0 300 cr

Spirit

All that remains from the cursed souls of the Nazgul, who are now presumed to be extinct. You cannot see or hear a Spirit but their presence becomes known in other ways. Their lack of physical form could be a disability but used correctly, can be positive in many ways.

Racial Abilities

  • Ethereal Form: Vision spell does not work on Spirits. Spirits don't eat
  • From the Shadows: Failed intel operations do not generate tribe news
  • No thief losses from failed operations

Military Units

Class Off/Def Cost
Basic Ghost 0/0 75 cr
Off Phantom 2/0 200 cr
Def Poltergeist 0/7 800 cr
Elite Banshee 6/3 750 cr
Thief Apparition 0/2 200 cr

Undead

The Undead were once living, breathing creatures, and are indeed a fearsome sight. It is very difficult to kill one, as they do not breathe, nor do they have any organs to pierce. Their vampires prey on enemy flesh, which causes their ranks to swell inexorably.

Racial Abilities

  • Enemy troops killed in combat when attacking join your army as Zombies
  • +100% losses for Skeletons when attacking
  • Vampires are immortal when attacking and defending

Military Units

Class Off/Def Cost
Basic Zombie 0/0 50 cr
Off Skeleton 4/0 350 cr
Def Mummy 2/4 400 cr
Elite Vampire 9/8 1,300 cr
Thief Imp 0/0 400 cr

Viking

Unfortunately, it is very expensive to train a Viking. They are very dense, and tend to be overtly arrogant. Though once trained, a Viking is a very strong and versatile unit.

Racial Abilities

  • Hit 'n' Run, Raze & Blasphemy Crusade require no general rest time
  • Bloodthirst - Every month attack damage and military losses inflicted increases by 5%. Max +50% after 10 months. Only regens if the army is at home

Military Units

Class Off/Def Cost
Basic Soldier 1/1 150 cr
Off Swordman 4/1 275 cr
Def Archer 3/6 550 cr
Elite Berserker 9/5 1,175 cr
Thief Looter 0/0 350 cr

Wood Elf

With a powerful affinity for nature suffused in a romantic knowledge of the birds and the bees, Wood Elves are the quickest to recover their population in times of crisis. However peace and love do not extend to their enemies, upset a WE to your peril, their magically quick-filling and extra-filled thief hideouts make them a force of nature indeed.

Racial Abilities

  • Quickie: +25% TP regeneration rate
  • Deadly: +25% maximum thief plans
  • +50% damage on Intrigue

Military Units

Class Off/Def Cost
Basic Slinger 0/0 75 cr
Off Woodrider 5/0 600 cr
Def Druid 0/6 600 cr
Elite Tree Ent 0/10 1,450 cr
Thief Grassrunner 0/1 150 cr